using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace RaProWorld
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class RaProWorld : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public readonly Rectangle viewportRect = new Rectangle(0, 0, 1024, 768);

        public WorldMap worldMap;
        InputHandler inputHandler;

        public String GameState;
        public String previousGameState;
        public GameShell gameShell;
        public Score mainScore;

        protected SpriteFont testFont;

        public RaProWorld()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferWidth = viewportRect.Width;
            graphics.PreferredBackBufferHeight = viewportRect.Height;

            GameState = "WORLDMAP";
            previousGameState = "";
            gameShell = new GameShell();
            mainScore = new Score(500, 1000, 2000);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            inputHandler = new InputHandler();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            worldMap = new WorldMap(Content, viewportRect);
            worldMap.addObject(Content.Load<Texture2D>("Worldmap\\Sprites\\baeckerei_test"), new KomaZiegen(),
                "Erschrecke die Ziegen und sammle Toast vom Feld in ihrer Wolle.\nDie gesammelte Menge bestimmt deine Punktzahl!",new Score(50,100,200),"Komaziegen");
            worldMap.addObject(Content.Load<Texture2D>("Worldmap\\Sprites\\baeckerei_test"), new Ltan(),
                "Hier kommen die Affen und Ninj0rBunnies!!!!!!!!!!!",new Score(5000,15000,35000),"Ltan");

            testFont = Content.Load<SpriteFont>("Fonts\\TextboxFont");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            inputHandler.Update();
            worldMap.Update();
            gameShell.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            spriteBatch.Begin();

            if (GameState == "WORLDMAP" || GameState == "TEXTBOX"|| GameState=="SUBMENU")
            {
                worldMap.Draw(spriteBatch);
                spriteBatch.DrawString(testFont, "Score: " + mainScore.getScore().ToString(),
                    new Vector2(viewportRect.X + 10, viewportRect.Height - 22), Color.White);
            }

            if (GameState == "MINIGAME")
                gameShell.Draw(spriteBatch, gameTime);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}